Merge pull request #1536 from mc-server/MineshaftBooks

Mineshaft books
master
Mattes D 2014-10-15 19:23:53 +02:00
commit 06b466471f
3 changed files with 46 additions and 1 deletions

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@ -6,6 +6,7 @@
#include "Enchantments.h" #include "Enchantments.h"
#include "WorldStorage/FastNBT.h" #include "WorldStorage/FastNBT.h"
#include "FastRandom.h" #include "FastRandom.h"
#include "Noise.h"
@ -1019,3 +1020,30 @@ cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantment
cEnchantments cEnchantments::GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed)
{
int AllWeights = 0;
for (const auto Enchantment : a_Enchantments)
{
AllWeights += Enchantment.m_Weight;
}
cNoise Noise(a_Seed);
int RandomNumber = Noise.IntNoise1DInt(AllWeights) / 7 % AllWeights;
for (const auto Enchantment : a_Enchantments)
{
RandomNumber -= Enchantment.m_Weight;
if (RandomNumber < 0)
{
return Enchantment.m_Enchantments;
}
}
return cEnchantments();
}

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@ -128,6 +128,9 @@ public:
/** Gets random enchantment from Vector and returns it */ /** Gets random enchantment from Vector and returns it */
static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments); static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments);
/** Returns an enchantment from a Vector using cNoise. Mostly used for generators.*/
static cEnchantments GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed);
/** Returns true if a_Other doesn't contain exactly the same enchantments and levels */ /** Returns true if a_Other doesn't contain exactly the same enchantments and levels */
bool operator !=(const cEnchantments & a_Other) const; bool operator !=(const cEnchantments & a_Other) const;

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@ -637,7 +637,21 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
int Rnd = (Noise.IntNoise1DInt(i) / 7); int Rnd = (Noise.IntNoise1DInt(i) / 7);
int LootRnd = Rnd % TotalProbab; int LootRnd = Rnd % TotalProbab;
Rnd >>= 8; Rnd >>= 8;
cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment cItem CurrentLoot = cItem(E_ITEM_ENCHANTED_BOOK, 1, 0);
// Choose the enchantments
cWeightedEnchantments Enchantments;
cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
for (int j = 0; j <= NumEnchantments; j++)
{
cEnchantments Enchantment = cEnchantments::GenerateEnchantmentFromVector(Enchantments, Noise.IntNoise2DInt(NumEnchantments, i));
CurrentLoot.m_Enchantments.Add(Enchantment);
cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment);
cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment);
}
for (size_t j = 0; j < a_CountLootProbabs; j++) for (size_t j = 0; j < a_CountLootProbabs; j++)
{ {
LootRnd -= a_LootProbabs[i].m_Weight; LootRnd -= a_LootProbabs[i].m_Weight;